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Low Bar
Is your team planning to go under the low bar?
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I am not surprised that most/all teams are saying they plan to go under the limbo bar.
The problem will be that about a week from ship date (bag date, whatever), teams will start to discover that their robot won't be able to scale the castle as they had planned or won't be able to open the Sally Port as planned or won't be able to shoot into the high goal as planned and still be able to limbo. Then comes the hard decisions. Do they keep the limbo and just not do those things they had planned or do they add some feature to their robot that allows the skill but disallows the limbo? I could be wrong but I think at best we'll have 50% limbo bots once you exclude robots that have no other skills beyond just being able to limbo. Callin' 'em as I sees 'em. Dr. Joe J. |
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I agree with Joe, teams will probably get to crunch time and have to decide whether it is still worth going under the low bar or using one of their other mechanisms.
<sidestory> Joe, my Dad (Patrick who works in Tech Org at iRobot) and I were talking about you and your thoughts on the competition at literally the same moment you posted your reply. Crazy right? Go iRobot!</sidestory> |
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Yup, we decided to not try to put any mechanisms on our robot, aside from a simple ball collector/shooter that will fit under 15" at the center, 12" at the ends. The shooter might hit the high goal. It will hit the low goal.
If we get ambitious, we might think about adding another mechanism...but so far, no one on the team has presented any feasible ideas for how to do the other parts of the game. |
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We are going under the low bar, and after doing the math, our original design to hang will not be strong enough. We will probably end up removing that part of the robot and worry about the shooter. We designed a shooter that can shoot 16 feet (atleast), and consistently make it in.
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For those who are planning on going underneath the low bar, are you considering scaling the tower? If so, how important compared to other objectives do you consider having the ability to do both? Currently, are robot will be capable of going underneath the low bar easily, however we're unsure if we would like to scale the tower as well (partially due to time too).
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As week 3 ended our team has went under the low bar and several of the defenses. We have current plans for several prototypes that could also scale the tower. We have set a priority to fine tune our shooter and defenses. But will be a tight fit but we do have a spot to scale the tower.
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It will be interesting to see how this all plays out... |
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These short robots are also light. A removable scaling mechanism should be doable for many and still be under 120lbs.
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We are building a low bot that will scale, shoot H/L goal and cross all defenses, in theory. We'll see week 1 if it all works, I think it will. Plus we have an awesome auto planned
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Can those robots going under the low bar still:
-Scale? -Shoot high? -cross all defenses (except maybe C because no one seems to care)? -get a 2 boulder autonomous? -all those answers at the same time? That is where it gets interesting! ;) |
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I think that shooting high is a bit harder, but still lots of teams will do it. the main problem will be scaling, it is very hard to put almost 2 meters of climbing mechanism into 40 cm robot (sorry for metric system lol), especially if you want to shoot high and scale the tower. you will see the best teams do it all, but I think that it will be 20 teams max. |
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As always, we started wanting to do everything. Scaling went first. Having the low bar available for the go-to boulder cycle was far more important. Note that we must be in a certain configuration (not starting configuration) to make the low bar. It is a configuration we will naturally have after loading and before launching a boulder, so it shouldn't slow us down.
Edit: I realize now that this is misleading. Our primary design goal is to be a sapper bot (knock out defenses), but we also recognize that the only "unlimited" points in the game come from scoring boulders in the tower. As such, we have as a close second requirement to be able to score in the high goal, preferably over a tall defending robot, which (as a low bar robot) means a high, relatively slow launch angle. After working through a drive train design (weeks 2 and 3 mostly) this is where most of our skull work is going. Pickups are a well enough understood question that we are designing them to also work the category A defenses (portcullis and cheval de frise). |
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Dr. Joe J. |
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10 extra points 2 ball auto = 2 HG tele points (extra 12.5% weaken) 20 extra points 3 ball auto = 4 HG tele points (extra 25% weaken) Since it matters teams will try. |
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I really don't see the advantage to not Scoring in auto yourself and attempting to prevent team X from doing their multi ball auto the mid line rule and the not prevent crossing rule make that highly unlikely to succeed. Plus the way defenses are laid out they are on opposite sides so main auto action is opposite. I guess it could happen however that seems very unlikely. But who knows? |
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I just think this is a tougher hill to climb than most teams that attempt it will be able to pull off. Many will try. Few will succeed. Dr. Joe J. |
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I'm pretty surprised, and just a little worried, by how many teams are responding "yes" to this poll. I say all this as part of a team that, after much deliberation, decided to go for it, but I'm worried that there are a lot of teams out there who are not fully thinking through the rather dramatic implications of designing for the low bar, and the actual strategic value of it to the average team.
I think that there are a lot of FRC game tasks, or even just general robot characteristics, which teams do not attempt or prioritize every year simply because somebody told them "trying to do everything is bad, simple is good" rather than out of a tangible, well thought out reason that it's going to be difficult for the team to pull off, or because of a valid trade-off which improves performance elsewhere. Shifters, for example. I have a hard time seeing how choosing one bulletproof, battle-proven COTs gearbox over another bulletproof, battle-proven COTs gearbox makes a robot appreciably simpler, or quicker to put together. Last year, the classic case was canburglers. The vast majority of FIRST teams dismissed this task as "too hard," only to have teams that didn't see it this way rapidly retrofit their robots to steal cans during lunch. This year, I expect to see teams fail to meet their potential in this way in regards to scaling. It's an easy task to dismiss, but also an easy thing to add after the fact (look at the WCP MCC, for example). The common thread is, it can be achieved through an "auxiliary" mechanism, something that can just be slapped on top of a robot without affecting the rest of it that much. And it's pretty close to a "binary" task; unlike something like shooting where there will be a huge spectrum of performance with gains to be made by optimization at every level, you either scale or you don't, and there isn't much to be gained by spending a huge amount of time optimizing how quickly you can do it. I would argue that some of the defenses also fall under the category of tasks more teams will avoid based on philosophy than sound engineering analysis. The low bar is not one of these tasks. It is the opposite of these tasks. The ability to do the low bar is immensely integral to a robot's design. It affects every single element of it, and disqualifies a number of otherwise viable designs and approaches. The low bar takes practically every archetypical design from the previous game to which you could effectively say "build team XYZ's robot from that year," Rebound Rumble, and throws them out the window. The low bar will make your electronics team cry. The low bar has a direct and dramatic impact on the effectiveness of every single subsystem of your robot. Instead of releasing boulders from four feet up, you're either releasing them from one foot, or adding in systems you didn't need without the low bar to make up the difference. Same with hanging, your reach distance changed dramatically. The low bar also has its advantages. It's one more defense that you're guaranteed to be able to breach, taking the number of other defenses to design for down from 8 to 6, and possibly eliminating some of the ones which require dedicated mechanisms to achieve. It's also the most direct path to/from the secret passage, probably the fastest defense to cross, and provides you with an optimal cycle time. I'm worried, however, that a lot of teams are overestimating the degree to which they'll be able to take advantage of this. By doing the low bar, you have made being an accurate high goal shooter quite a bit harder. You have also made your shots easier to defend if you stick to a low release point. Teams doing the low bar are betting on being able to make up the difference through an increased cycle rate. The number of extra shots a team can expect to miss by building for the low bar is hard to estimate, but likely not trivial, and I would argue that for many teams and the rate at which we've seen that defenses like the rock wall and rough terrain can be crossed, it may be more effective to cycle over these with a taller robot. They are also betting on consistently being effective enough to take priority over their alliance partners in use of the low bar. If as many teams want to use it as people say there will be, there's going to be a traffic jam through the thing. By doing the low bar, many teams are completely neglecting the possibility of scaling. These teams are demanding an extra two high goal boulders a match from their low bar cross, minimum. For teams that have chosen to neglect the high goal, the picture is even more stark. A team would need to run five extra cycles per match to make up the difference from a scale, a task which becomes dramatically easier if you allow your robot to be tall. I would bet that most teams won't even average five a match, let alone five extra cycles due purely to low bar efficiency gains. Many teams are designing to be "breaching specialists," crossing all 9 defense styles. This gives them an extra five points per match (and no change in RP), when compared to crossing 8. Scaling, or even a single high goal shot, does the same or better. And that's all neglecting alliance partners. The low bar is weird, in that it can be reasonably expected that both the best and worst teams in FRC will be able to do it. For the best teams, the advantage in cycle time is clear, and it's integral to their strategies. For the teams that struggle to put a kitbot on the field, taking away an effective way to score points that you're given from the start would be a poor idea. For a team in the middle, it's a reasonable assumption that their partners will be able to take care of it, and may be actively hogging it for their own cycles. I also think Dr. Joe is right. But teams should consider, which will be the more effective robots? The ones which were designed for five weeks to do the low bar, and then hastily had a few tall bits added? Or the ones which were designed from the beginning to take full advantage of their height? Unless you expect to be able to take full advantage of the low bar's efficiency gains, it may be in many team's best interests to walk away from the extreme design tradeoffs that the low bar forces. |
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Not sure how this thread about the Low Bar got sidetracked into a discussion about 2-ball auton, but here is my question:
How many teams have actually practiced going under the Low Bar WITH the cloth barrier in place? If you have, how would you say that it affects your ability to successfully cross the defense? Also - it may have been stated elsewhere, but please note that the Team drawings of the field specify black iron pipe as the weight for the curtain, while the actual field will have an aluminum pipe - quite a difference in weight! |
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[quote=Abrakadabra;1532940]Not sure how this thread about the Low Bar got sidetracked into a discussion about 2-ball auton, but here is my question:
How many teams have actually practiced going under the Low Bar WITH the cloth barrier in place? If you have, how would you say that it affects your ability to successfully cross the defense? We have tried it. You need to make sure you don't have anything on the top of your robot for it to get caught on. It's very easy to get snagged. And you should have some time of roll bars or something else that accomplishes protecting the top of your robot. The bar/fabric will catch on the inside of your robot easily. |
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It really boils down to can you design bumpers and a mechanism to scale. If teams are playing defense with a taller bot then you may be at a disadvantage however how many teams will play defense first off and secondly have a tall bot doing that sole task? I feel this will be a rare situation. On the plus side limbo/low bot gives you pretty much automatic destruction of one defense or 25% of way to BREACH. Also it is likely lighter meaning less scaling (winching weight) issues. I see a well designed low bot as a better choice than a well designed high bot for the sole reason it can cross a defense the High bot cannot ever in every match. All other things balance out. So well designed LB > well designed HB with all else being equal IMO The only thing High Bot brings is defense possibility and possibly easier engineering solutions (crossing, goals and scaling) and bumper placement IMO and it seems other teams opinion according to the poll. I think we will see more low/limbo bots than high bots this year from both less experienced and moderate to top end teams. Look at FRC champions lots of low bots through history they are prevalent. |
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I agree with most of the assessments above... However, I do see being short enough to go under the low bar as being a very important aspect of this game.
* A robot hoping to advance out of District/Regionals has to be able to score points, even when allied with inept partners. There are two primary ways to do this: damaging defenses and scoring boulders. * If a bot is designed to primarily damage defenses, being low is almost mandatory - Being short allows to you easily damage one of the defenses with no manipulators required (or even a fancy drive train). * If a bot is designed primarily to score boulders, its design must consider from where it will acquire the boulders to score. The most reliable source will be its own secret passage - to which the most efficient path is under the low bar. Though, being low isn't "mandatory" - its not like all three robots on an alliance will likely be able to share the path under the low bar to the secret passage particularly well, being low doesn't prevent other options (such as going through a different defense to attain boulders in the neutral zone; picking up missed shots in one of the courtyards or sneaking into the opponents secret passage to swipe a loose boulder).... Yes, we have s short robot. |
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The results of this poll are terrifying.
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When I see this pole I get the feeling that plenty of teams have come to the relatively same conclusion and that is that the consistency of the low bar out weighs many other considerations when it comes to design. What I believe is that most teams say that "we'll go under the low bar and then will just try to drive over some of the other obstacles and that will be enough for us."
What I don't think that many people have realized is that this will in fact not be enough in terms of a productive and winning robot. The robot will need to do something else. And making the decisions to go under the low bar limits your options in terms of other implements. A good robot, wanting to under the low bar, will need to be either able to shoot into the high goal or climb the tower in order to have any kind of value in eliminations. |
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Maybe. Or maybe the low bar robot will be able to get a lot of ranking points, by ensuring that the alliance will breach and capture, using the quickest and most reliable methods. Then they'll be the ones picking the alliance for eliminations.
It will be fun to watch what happens |
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Thought 2: It's a poll on ChiefDelphi at the end of week 3, so it's a small sample of a small sample whose sample could shrink even further by ship date. (I know 2815 planned to cross the center divider in 2012...right until about Thursday afternoon at Peachtree when we determined there was a frame member about 3/16" too low that we missed when designing.) Quote:
(Consider: A captured tower is worth at least 56 points in playoffs, before autonomous or high goals or scales. Really at least 66, since someone had to get balls across the defenses to do this. Viewed in isolation, a breach is 60 before autonomous. I figure you'll be able to win quite a few with a two-digit score from Week 0.5 until probably Week 2. After that, the phrase will be "breach and capture.") *Championship? MSC? IRI? Those are not most events. Start scaling and hitting high goals. |
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Remember all low bots can open the doors from behind too. So low gives you ability to destroy 1 and aid others on another defense every match. In the end the poll results show an unwillingness to give up on a guaranteed scoring play and assisting on another at the bare minimum. High only helps in defense abilities due to height. But limbo bot may transform to high. |
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Why are folks assuming a robot that can limbo cannot cross other defenses as well? I understand, a little, why a low-rider may have trouble opening doors, lowering bridges or raising the portcullis but why would a low-rider have trouble with the other defenses? The low bar is not so low that it impacts wheel size choices. drive train choices etc.
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yup, we seem to be able to get over them with kit wheels on a slightly modified kit chassis.
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If you do go under the Low Bar, it's going to make doing other objectives harder, but not impossible. |
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1. Teams often have trouble doing basic game piece manipulation. Throw in the low bar, and you'll have teams be even worse because now they add in the design constraint of going under the low bar. 2. Doing the low bar means you'll likely have to compromise on some other game objectives. |
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I've just seen it as a design challenge so far: how do we fit all the stuff into a compact package? It's been challenging for our team but the process has been positive and productive. Having a low height constraint has the side benefit of preventing other problems (high COG). Hm.
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First of all you have to ask if you need to go under the bar in FWD and REV and from which side. The envelope changes significantly if you face your robot toward the opponent's tower or toward your own because (thanks FIRST) the bar is not in the middle of the outer works. A lot depends on your wheel base and wheel diameters and such but (SPOILERS) there is a V out in front of (and behind of) your robot that is not even close to 14 inches from the "ground plane" (i.e. the plane that your robot drives on if it were a flat floor). I don't have the CAD pulled up but I think for our particular chassis parameters, the base of the V shaped "keep out zones" comes close to the top of our bumper. SO... really if you have some boulder collector device you plan on folding out in front of your robot while it's doing the limbo, you really really really need to be sure that you can limbo in the real world not just in your minds. Word to the wise. Dr. Joe J. P.S. Getting your boulder mechanism hooked on the limbo bar counts as a Tortuga. I'm just saying... |
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This is what I see the advantages and disadvantages of being against a defender.
Cons: 1. Your cycle time when shooting is increased. depending on the robot matchup (faster vs slower, taller vs shorter) this could be significant. 2. Your potential to challenge the tower for the extra point at the end of the match could be at risk. 3. You can have your boulder stolen from you in a race to pick up a deflected ball. This would be a significant time loss. Pros: 1. Unless the defender leaves to accomplish tasks periodically it isn't contributing to its team's ability to meet the requirements to gain ranking points (barring W-L points). 2. A defender is scoring 0 boulders while defending. Assuming all robots have equal offensive scoring capabilities (a stretch, I know but for the sake of argument) a 3 robot offensive is still going to push out more points through goals unless said defender can impede the progress of more than one robot simultaneously and do it well. 2 unimpeded robots on the enemy alliance are not going to outscore 2 unimpeded robots on your alliance plus one impeded robot. On that note, if anyone has some good footage of defensive robots impeding multiple robots during an FRC game where multiple robots can score at the same time (much like this year's challenge) I'm looking for them! I do think there will be some strong defenders and I need to convince the rest of my team they exist. Now on the topic of "low robots will always be shut down by tall robots" I don't think that will be the case because: 1. You can close the distance between yourself and the tower where a robot can't maneuver in between yourself and the goal. Stopping you from getting to that point is difficult since the defender would need to give you enough space to start in their courtyard to not incur a foul when you are traversing the outer works. 2. Trajectory is key. If you arc your shot you can shoot over a tall robot. As long as you're not shooting from the front edge of your robot you have wiggle room to arc it. |
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We are doing the low bar and so far haven't ran into any major issues. I think it's accessible to a lot of teams with a little planning, but it definitely requires some thought & testing to package everything well. |
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I do think that if nearly all robots are short and specialize in going under the bar to retrieve balls from the secret passage that there will be room for robots that specialize in other aspects of the game to excel as they will likely have more complimentary alliances. |
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I think there are some inherent advantages to being "compact" (generally synonymous with short) this year in addition to getting under the low bar. In fact, the low bar height is just a convenient target value for "compactness". This field is one big fatigue test rig. In order to survive and function the entire season, your robot will need to be robust. The fewer moving parts, deployable mechanisms, lanky appendages, etc., the better you will be after the umpteenth crossing of the Group B & D defenses. A robot that can collect a boulder, cross a defense, and shoot a high goal without moving anything in the shooter assembly is more likely to survive continued contact with this game. Shooting from the batter requires a bit more driving, but it is a semi-protected shot that can be aimed by driving into a couple of fixed field elements (the tower and the driver station wall). Being able to go under the low bar isn't critical to this approach, but it is a good fit. Scaling the tower is another matter... |
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Speaking of which, has any team ever made a trapezoid robot? |
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I haven't seen an official pinning definition in the Q&A yet. Does it count as a pin to just park there and hold them if we don't initiate contact? |
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Crossing defenses is very dynamic, CAD doesn't really show whether a design will work or not. Adding pneumatic wheels just makes things even more unpredictable. We weren't at all happy with that 6wd pneumatic setup, we're doing something else. |
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https://frc-qa.firstinspires.org/Que...sive-robot-par |
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Perhaps using phone to post and spell check is helping out lol
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Planning yes but I see some weird things happening when we run the simulation.
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